MMMO MVP V0.2.5 released
The MMMO MVP library V0.2.5 has been released, it’s available in the repo here.
V0.2.5. includes minor fixes to the MVP library and the addition of a Win32 application example.
The MMMO MVP library V0.2.5 has been released, it’s available in the repo here.
V0.2.5. includes minor fixes to the MVP library and the addition of a Win32 application example.
The 0.1.0 release includes a stable version of the MVP library only. A working Win32 application example and initial documentation is forthcoming.
The 0.1.0 release is available in the repo here.
The application example under development (adapted from an earlier version of the MVP library) is available in the trunk.
Following the initial Win32 application example, work will commence on a separate library for Distributed Hash Table-based networking.
Client-server
Client-server architectures centralize changes in the game-state on the server. Clients are generally as “thin” as possible (requiring as little trust), sending only their input back to the server and receiving game-state changes in response. Additionally in most cases large game-spaces (World of Warcraft, for example) encrypt network traffic between client and server so as to make spoofing and exploitation from the client-side difficult. Since it can be computationally expensive to maintain a single, large game-world it’s common for worlds to be “sharded”, creating discreet, duplicate game-worlds. Generally players must select on which shard they with to play and cannot easily switch between them. One notable exception is Eve Online which features a single, contiguous game-world.